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    Virtual Reality Gaming Market

    ID: 2181
    100 Pages
    Research Team
    07/2025

    Virtual Reality in Gaming Market Research Report Information By Hardware (Headsets, Glasses, Devices, and Gloves), By Compatibility (MMOs, Smartphones, Casual Web Games, and Console), And By Region (North America, Europe, Asia-Pacific, And Rest Of The World) – Industry Size, Share and Forecast Till 2032

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    Market Summary

    Global Virtual Reality in Gaming Market Overview:

    Virtual Reality in Gaming Market Size was valued at USD 11.31 billion in 2023. Virtual reality in gaming industry is projected to grow from USD 11.84 Billion in 2024 to USD 17.1 billion by 2032, exhibiting a compound annual growth rate (CAGR) of 4.70% during the forecast period (2024 - 2032). VR has improved the gaming experience by allowing gamers to enter their screens in real-time. The sector provides gamers with enticing virtual accessories that increase user engagement and immersive participation. Continuous advancements in existing technologies like motion tracking, 3D effects, and interactive visuals for attracting players are the key market drivers enhancing market growth.

    Virtual Reality in Gaming Market Overview

    Source: Secondary Research, Primary Research, MRFR Database and Analyst Review

    Virtual Reality in Gaming Market Trends

    Increase in Cloud Technology Integration with Virtual Reality in Games to drive market growth

    Market players are using cloud technology to improve the gaming experience. Cloud technology allows for the alteration of gaming libraries as well as the storage of games for rapid access to user profiles. Furthermore, the technology provides a comprehensive set of capabilities, such as live streaming, infinite storage capacity, and linked devices, accelerating the future of the online gaming sector. Cloud computing lowers the requirement for expensive offline gaming Discs and drives. Many gamers are turned off by the expensive initial expense of purchasing high-end gaming equipment; however, this is no longer the case with recent advances in cloud computing technologies.

    VR gaming incorporates a 3D environment that allows the user on a computing device to sense the physical presence in the game settings by using a mouse, touch screen, and other components. VR technology's many attachments, such as virtual reality headsets, wrap-around display displays, virtual reality rooms outfitted with wearable computers, and sensory components, allow gamers to interact, see and move about the items in the game setting. According to a global study of technology executives, startup founders, investors, and consultants, 59% predict gaming would dominate investment in the development of VR technology. Therefore, With the help of new developments, the virtual reality gaming area is increasing its professional worth. Players are becoming more aware of cutting-edge VR equipment such as headsets, bodysuits, and gloves, which have recently enhanced the virtual reality in gaming market CAGR across the globe for years.

    The fast development of virtual reality peripherals, which compatible computers and gaming consoles will support, is expected to fuel market growth. With multiple firms entering the virtual reality gaming field, the business for wearable components such as Head-Mounted Displays (HMDs), bodysuits, motion trackers, gloves, and so on is expanding, another factor driving the growth of the virtual reality in gaming revenue.

    Virtual Reality in Gaming Market Segment Insights:

    Virtual Reality in Gaming Device Type Insights

    Based on hardware, the global virtual reality in gaming segmentation includes headsets, glasses, devices, and gloves. Throughout the projection period, the headsets segment is predicted to increase at a faster CAGR of global virtual reality in gaming revenue. The rising usage of virtual reality headsets, as well as increased investment by hardware makers in creating new VR-compatible gaming devices, are the primary reasons driving the growth of this category. According to a global study of technology executives, startup founders, investors, and consultants, 59% predict gaming would dominate investment in the development of VR technology.

    The controller's sector is predicted to increase at the fastest CAGR throughout the projection period. The software segment is predicted to increase at a lower CAGR throughout the projection period. The main obstacle impeding this segment's growth is a lack of a substantial content library. This category includes middleware, engines, tools and applications.

    April 2022: Researchers at UTSA established the first global Accessibility VR Game Jam, open to gamers with impairments. Nevertheless, because of COVID-19, they pushed too hastily to transition the game jam to an online-only setting.

    Virtual Reality in Gaming Compatibility Insights

    Based on Compatibility, the global virtual reality in gaming segmentation has been segmented into MMOs, smartphones, casual web games, and consoles. Throughout the projection period, the Gaming Console segment is predicted to increase at a CAGR of 9.6%. The growing number of gamers and the availability of a wide range of gaming consoles are the primary drivers driving the expansion of this industry. The growing popularity of VR gaming among hardcore gamers and the increasing acceptance of VR gaming by PC or desktop gamers are the primary reasons driving the growth of this industry. Throughout the projected period, the smartphone market is estimated to develop at a CAGR of 33.3% in virtual reality in gaming industry. The expanding availability of VR-enabled smartphones and the growing popularity of mobile gaming are driving the expansion of this industry. Smartphones are the less expensive choice, and they are growing more powerful. Yet, because of their small size, they cannot deliver the same immersion as a PC/desktop.

    Figure 1: VIRTUAL REALITY IN GAMING SHARE BY Compatibility (2022-2030) VIRTUAL REALITY IN GAMING SHARE BY Compatibility (2022-2030)

    Source: Secondary Research, Primary Research, MRFR Database and Analyst Review

    Virtual Reality in Gaming Regional Insights

    By Region, the study provides market insights into North America, Europe, Asia-Pacific and Rest of the World. Asia Pacific held the largest market share with 45.80% because of the Developing markets, such as India. South Korea, China, and Indonesia would all contribute to regional market expansion. According to ComScore MMX statistics, India, Indonesia, Japan, Australia, and other nations have the highest gaming audience and websites. This is fueling the region's market potential.

    Further, the major countries studied in the market report are: The U.S, Canada, Germany, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil.

    Figure 2: VIRTUAL REALITY IN GAMING SHARE BY REGION 2022 (%)VIRTUAL REALITY IN GAMING SHARE BY REGION 2022

    Source: Secondary Research, Primary Research, MRFR Database and Analyst Review

    North America virtual reality in gaming market accounts for the second-largest market share due to the emergence of fundamental technologies such as augmented reality (AB) and virtual reality, SG, 3D audio, enhanced graphics, and others, driving growth in this sector. In addition, significant firms such as Electronic Arts, Inc., Google LLC, Leap Motion, Inc., Facebook Technologies, LLC, Microsoft Corporation, and others in the area drive market growth. This region's players are concentrating on developing superior hardware and software. Moreover, China virtual reality in gaming market held the largest market share, and India's virtual reality in gaming market was the fastest-growing market in the region

    The Asia Pacific Virtual Reality in Gaming Market is expected to grow at the highest CAGR from 2022 to 2030. Europe is predicted to develop considerably due to increased demand for virtual reality devices in gaming competitions in nations such as Germany, Italy, and Spain. These events are based on complex games with VR technology incorporated. Furthermore, in Europe, the authorities and large game organizers are working on launching various gaming events. This is anticipated to increase the region's market share. Moreover, China virtual reality in gaming market held the largest market share, and India's virtual reality in gaming market was the fastest-growing market in the Asia-Pacific region

    For instance, in January 2020, In collaboration with the HTC Viveport China team, Virtuleap launched the Enhance VR brain training software in China. Improve VR provides a daily workout of mini-games that measure and develop various cognitive skills such as memory, problem-solving, flexibility, speed, motor skills, spatial orientation, and spatial audio awareness.

    Virtual Reality in Gaming Key Market Players & Competitive Insights

    Major market players spend a lot of money on research and development to expand their product offerings, which will spur further growth in virtual reality in gaming. With significant market developments like introducing new products, contractual agreements, mergers and acquisitions, increased investments, and collaboration with other organizations, market participants are also undertaking various strategic initiatives to expand their global footprint. To grow and thrive in a market that is ever more competitive and growing, competitors in the biomarker testing industry must provide affordable products.

    One of the most common business methods firms use in the global virtual reality in gaming industry to benefit clients and expand the market sector is manufacturing locally to reduce operating costs. In recent years, virtual reality in gaming industry has provided medicine with some of the most significant benefits. Virtual reality in gaming major players such as Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), and others are working on expanding the market demand by investing in research and development activities.

    HTC Corporation is a Taiwan-based electronics company best known for its virtual reality (VR) products, specifically the HTC Vive and Vive Pro VR headsets. These headsets are popular among gamers and offer a highly immersive gaming experience. The HTC Vive and Vive Pro VR headsets use room-scale tracking technology to provide an immersive gaming experience that allows players to move around and interact with their virtual environment. For Instance, in January 2023, HTC VIVE continued to push the frontiers of innovation, today introducing the VIVE XR Elite, its latest consumer flagship all-in-one. The headset combines Mixed Reality (MR) and Virtual Reality (VR) features into a compact, lightweight, powerful, and extremely adaptable device suitable for gaming, fitness, productivity, and other applications.

    Also, Electronic Arts Inc. (EA) is a major player in the gaming industry that has been incorporating virtual reality (VR) technology into its games. EA is known for developing popular game franchises like FIFA, Madden NFL, and Battlefield, which have all received VR adaptations. EA's VR games offer players an immersive and realistic experience by allowing them to enter and interact with virtual environments. For Instance, the highly anticipated Medal of Honor Above and Beyond was unveiled by Electronic Arts' EA unit, Respawn Entertainment, in collaboration with Facebook FB Reality Labs' Oculus Studios team. The latest virtual reality (VR) entry in the Medal of Honor franchise offers twelve levels and five multiplayer modes designed specifically for VR.

    Key Companies in virtual reality in gaming include

      • Google (U.S.)

      • Electronic Arts Inc (U.S.)

      • HTC Corporation (Taiwan)

      • Newzoo (Netherlands)

      • Kaneva (U.S.)

      • LEAP MOTION INC. (U.S.)

      • Sony Corporation (Japan)

      • Oculus VR LLC (U.S.)

      • VirZOOM Inc (U.S.)

      • ZEISS International (Germany)

    Virtual Reality in Gaming Industry Developments

    In April 2024, Meta cooperated with Asus, Microsoft, and Lenovo in an effort to introduce their Horizon OS to the devices of other producers, with the hope of rivaling Apple, this time in the virtual and mixed reality market while advancing an open computing model.

    In February 2024, Apple made their new mixed reality visor, the Apple Vision Pro, available to the market, and their arsenal included over one million applications, with six hundred of them exclusively designed for that visor. The Vision Pro flaunted a specialized interface for the end-user where they could use their eyes, hands, or voice to interact and it guaranteed a point where the screen, looking as though it were a 4K TV, would be more than capable of providing the end user a feeling of full immersion during games, entertainment and more.

    In June 2023, Meta Platforms (META) rolled out a subscription service that features VR games, a tactical plan that was aimed at possibly diversifying its income. With regards to this strategy, subscribers are allowed to keep the games as long as their subscription to Meta Quest + is still active. Meta dubbed this subscription scheme the best value-added service to increase your collection of great content.

    In February 2023, Sony Interactive Entertainment (SIE) published the global launch of the long-awaited Sony Playstation VR2 (PS VR2), a next-generation virtual reality (VR) headset designed for consumers. This headset features high-fidelity graphics, new sensory capabilities and enhanced tracking.

    Virtual Reality in Gaming Market Segmentation:

    Virtual Reality in Gaming Hardware Outlook

      • Headsets

      • Glasses

      • Devices

      • Gloves

    Virtual Reality in Gaming Compatibility Outlook

      • MMOs

      • Smartphones

      • Casual Web Game

      • Console

    Virtual Reality in Gaming Regional Outlook

      • North America

        • US

        • Canada

      • Europe

        • Germany

        • France

        • UK

        • Italy

        • Spain

        • Rest of Europe

      • Asia-Pacific

        • China

        • Japan

        • India

        • Australia

        • South Korea

        • Australia

        • Rest of Asia-Pacific

      • Rest of the World

        • Middle East

        • Africa

        • Latin America

    Market Size & Forecast

    Attribute/Metric Details
    Market Size 2023 USD 11.31 billion
    Market Size 2024 USD 11.84 billion
    Market Size 2032 USD 17.1 billion
    Compound Annual Growth Rate (CAGR) 4.70% (2024-2032)
    Base Year 2023
    Market Forecast Period 2024-2032
    Historical Data 2018 - 2022
    Market Forecast Units Value (USD Billion)
    Report Coverage Revenue Forecast, Market Competitive Landscape, Growth Factors, and Trends
    Segments Covered Hardware, Compatibility, and Region
    Geographies Covered North America, Europe, Asia Pacific, and Rest of the World
    Countries Covered The U.S, Canada, Germany, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil
    Key Companies Profiled Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), Kaneva (U.S.), LEAP MOTION INC. (U.S.), Sony Corporation (Japan), Oculus VR LLC (U.S.), VirZOOM Inc (U.S.), ZEISS International (Germany)
    Key Market Opportunities Virtual reality in gaming to optimum levels
    Key Market Dynamics Virtual gaming devices provide an excellent consumer experience The indefinite benefits of VR gaming

    Major Players

    Virtual Reality in Gaming Market Segmentation

    Virtual Reality in Gaming Hardware Outlook (USD Billion, 2019-2032)

    • Headsets

    • Glasses

    • Devices

    • Gloves

    • Others

    Virtual Reality in Gaming Compatibility Outlook (USD Billion, 2019-2032)

    • MMOs

    • Smartphones

    • Casual Web Game

    • Console

    Virtual Reality in Gaming Regional Outlook (USD Billion, 2019-2032)

    • North America Outlook (USD Billion, 2019-2032)

      • North America Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • North America Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • US Outlook (USD Billion, 2019-2032)

      • US Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • US Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • CANADA Outlook (USD Billion, 2019-2032)

      • CANADA Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • CANADA Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

    • Europe Outlook (USD Billion, 2019-2032)

      • Europe Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Europe Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Germany Outlook (USD Billion, 2019-2032)

      • Germany Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Germany Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • France Outlook (USD Billion, 2019-2032)

      • France Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Other

      • France Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • UK Outlook (USD Billion, 2019-2032)

      • UK Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • UK Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • ITALY Outlook (USD Billion, 2019-2032)

      • ITALY Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • ITALY Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Spain Outlook (USD Billion, 2019-2032)

      • Spain Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Spain Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Rest of Europe Outlook (USD Billion, 2019-2032)

      • Rest of Europe Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Rest of Europe Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

    • Asia Pacific Outlook (USD Billion, 2019-2032)

      • Asia Pacific Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Asia Pacific Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • China Outlook (USD Billion, 2019-2032)

      • China Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • China Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Japan Outlook (USD Billion, 2019-2032)

      • Japan Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Japan Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • India Outlook (USD Billion, 2019-2032)

      • India Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • India Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Australia Outlook (USD Billion, 2019-2032)

      • Australia Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Australia Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Rest of Asia Pacific Outlook (USD Billion, 2019-2032)

      • Rest of Asia Pacific Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Rest of Asia Pacific Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

    • Rest of World Outlook (USD Billion, 2019-2032)

      • Rest of World Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Rest of World Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Middle East Outlook (USD Billion, 2019-2032)

      • Middle East Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Middle East Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Africa Outlook (USD Billion, 2019-2032)

      • Africa Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Africa Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

      • Latin America Outlook (USD Billion, 2019-2032)

      • Latin America Virtual Reality in Gaming by Hardware

        • Headsets

        • Glasses

        • Devices

        • Gloves

        • Others

      • Latin America Virtual Reality in Gaming by Compatibility

        • MMOs

        • Smartphones

        • Casual Web Game

        • Console

    Market Trends

    Global Virtual Reality in Gaming Market Overview:

    Virtual Reality in Gaming Market Size was valued at USD 11.31 billion in 2023. Virtual reality in gaming industry is projected to grow from USD 11.84 Billion in 2024 to USD 17.1 billion by 2032, exhibiting a compound annual growth rate (CAGR) of 4.70% during the forecast period (2024 - 2032). VR has improved the gaming experience by allowing gamers to enter their screens in real-time. The sector provides gamers with enticing virtual accessories that increase user engagement and immersive participation. Continuous advancements in existing technologies like motion tracking, 3D effects, and interactive visuals for attracting players are the key market drivers enhancing market growth.

    Virtual Reality in Gaming Market Overview

    Source: Secondary Research, Primary Research, MRFR Database and Analyst Review

    Virtual Reality in Gaming Market Trends

    Increase in Cloud Technology Integration with Virtual Reality in Games to drive market growth

    Market players are using cloud technology to improve the gaming experience. Cloud technology allows for the alteration of gaming libraries as well as the storage of games for rapid access to user profiles. Furthermore, the technology provides a comprehensive set of capabilitie...

    Market Segment Insights

    Smartphone Sensors Smartphone Type Insights

    The Smartphone Sensors market segmentation, based on smartphone type, includes standard smartphone, rugged smartphone, smartwatches, and other wearable. The standard smartphone segment dominated the market, accounting for the maximum market revenue. A smartphone is a mobile phone with a built-in computer and advanced features, such as web browsing and operating system, which are not associated with its counterpart. The rising mobile internet use, rising disposable income in developing countries, and high ownership of premium design smartphones are a few factors that are anticipated to grow smartphone sales. Smartphones are helped by a mobile operating system that offers advanced computing facilities. A smartphone can also work as a digital media player for uploading photos, videos, and music through a single interface.

    Smartphone Sensors Market, By Device Type Outlook, 2024 & 2035

    Smartphone Sensors Manufacturer Insights

    The Smartphone Sensors market segmentation, based on the manufacturer, includes Apple Inc., Samsung Electronics, Huawei Technology, Xiaomi Inc., Oppo, Sony Corporation, HMD Global, and others. The Apple Inc. segment generated the most revenue due to its superior quality. Apple’s iPhone stands out over all other smartphones in the market. Apple Inc. is the market leader because they use more sensors in their devices to provide unique features. For Instance: Apple’s iPhone 12 uses a lidar for depth sensing, proximity for 3D touch, a gyroscope for compass, GPS, face ID for biometrics, auto-off, a barometer, a magnetometer for compass & GPS, and an ambient light sensor for auto-dimming displays. The better user experience, increased accessibility, and more security these sensors offer consumers to boost the segment‘s growth.

    Smartphone Sensors Application Insights

    The Smartphone Sensors market segmentation, based on the manufacturer, includes Apple Inc., Samsung Electronics, Huawei Technology, Xiaomi Inc., Oppo, Sony Corporation, HMD Global, and others. The Apple Inc. segment generated the most revenue due to its superior quality. Apple’s iPhone stands out over all other smartphones in the market. Apple Inc. is the market leader because they use more sensors in their devices to provide unique features. For Instance: Apple’s iPhone 12 uses a lidar for depth sensing, proximity for 3D touch, a gyroscope for compass, GPS, face ID for biometrics, auto-off, a barometer, a magnetometer for compass & GPS, and an ambient light sensor for auto-dimming displays. The better user experience, increased accessibility, and more security these sensors offer consumers to boost the segment‘s growth.

    Smartphone Sensors Regional Insights

    The Smartphone Sensors market segmentation, based on the manufacturer, includes Apple Inc., Samsung Electronics, Huawei Technology, Xiaomi Inc., Oppo, Sony Corporation, HMD Global, and others. The Apple Inc. segment generated the most revenue due to its superior quality. Apple’s iPhone stands out over all other smartphones in the market. Apple Inc. is the market leader because they use more sensors in their devices to provide unique features. For Instance: Apple’s iPhone 12 uses a lidar for depth sensing, proximity for 3D touch, a gyroscope for compass, GPS, face ID for biometrics, auto-off, a barometer, a magnetometer for compass & GPS, and an ambient light sensor for auto-dimming displays. The better user experience, increased accessibility, and more security these sensors offer consumers to boost the segment‘s growth.

    Smartphone Sensors Market, By Device Type Outlook, 2024 & 2035

    Smartphone Sensors Price Insights

    The Smartphone Sensors market segmentation, based on price, includes USD 300 to USD 500, USD 100 to USD 300, above USD 500, and under USD 100. The USD 300 to USD 500 segment dominated the market revenue in the projected period. Most smartphones sold in medium-end devices have a sensor within this range. For instance: Nubia launched a new flagship Android device powered by the latest Snapdragon 8Gen 2CPU. The OEM has also specified that this gadget, which peculiarly seems to go by the name Z50 even though its processor was the z40 Pro, will compete with the Xiaomi 13 and iQOO11 series with cutting-edge LPDDR5X RAM and storage with the most recent UFS 4.0 spec.

    Get more detailed insights about Virtual Reality Gaming Market

    Key Players and Competitive Insights

    Leading market players are investing heavily in research and development to expand their product lines, which will help the Smartphone Sensors market, grow even more. Market participants are also undertaking various strategic activities to expand their footprint, with important market developments including new product launches, contractual agreements, mergers and acquisitions, higher investments, and collaboration with other organizations. To expand and survive in a more competitive and growing market climate, the Smartphone Sensors industry must offer cost-effective items.

    Manufacturing locally to minimize operational costs is one of the key business tactics manufacturers use in the Smartphone Sensors industry to benefit clients and increase the market sector. In recent years, the Smartphone Sensors industry has offered manufacturers some of the most significant advantages. Major players in the Smartphone Sensors market, including MS AG (Austria), Broadcom Inc. (US), DYNA IMAGE Corporation (China), Murata Electronics Oy (Finland), NEXT Biometrics Group ASA (Norway), Omron Corporation (Japan), Samsung Electronics Co. Ltd. (South Korea), Sony Corporation (Japan)., and others, are attempting to increase market demand by investing in research and development operations.

    Samsung is dedicated to abiding by local laws and regulations and enforcing a strict code of conduct for all employees. Samsung adheres to a straightforward business tent: to usage its technology and expertise to develop top-notch goods and services that make a more cultured world. Samsung provides a high importance on its people and technologies to do this. For Instance: In January 2023, Samsung Electronics launched its new MICRO LED, Neo QLED, and Samsung OLED product lines, along with lifestyle products and accessories, before CES® 2023.

    Apple Inc. is a multinational American technology business with its main office in Cupertino, California. According to revenue, Apple will be the top technological business in the world in 2022, with US $ 394.3 billion in sales. According to market capitalization, Apple is the largest corporation in the world as of March 2023. For Instance: In September 2022, the iPhone 14 and iPhone 14 Plus, which come in two sizes, 6.1 and 6.7 inches and include a smart design, camera upgrades, and game-changing new safety measures, were introduced by Apple. The iPhone 14 and iPhone 14 Plus have a powerful camera system that incorporates the primary and front TrueDepth cameras, the Ultra Wide camera for uncommon perspectives, and the photonic engine, an enhanced picture pipeline.

    Key Companies in the Smartphone Sensors market include

    MS AG (Austria)
    MS AG (Austria)
    MS AG (Austria)
    MS AG (Austria)
    MS AG (Austria)
    MS AG (Austria)
    MS AG (Austria)

    Industry Developments

    • September 2022: Comcast and Samsung Electronics announced their partnership to create 5G Radio Access Network (RAN) technologies to enhance 5G connection for Xfinity Mobile and Comcast Business Mobile users in Comcast service zones. Samsung will provide 5G RAN technology, and Comcast will deploy Citizens Broadband Radio Service (CBRS) and 600 MHz spectrum to provide 5G access to consumer and business users in the US.
    • October 2022: Huawei announced the release of the newest antenna solutions, including the Maxwell platform and the X2 antenna series, for the subsequent 5G antenna innovation stage. The new technologies speed up 5G deployment by improving antenna and setup capabilities.

    Market Segmentation

    Smartphone Type Outlook

    • Standard Smartphone
    • Rugged Smartphone
    • Smartwatches
    • Other Wearable

    Price Outlook

    • USD 300 to USD 500
    • USD 100 to USD 300
    • Above USD 500
    • Under USD 100

    Manufacturer Outlook

    • Apple Inc.
    • Samsung Electronics
    • Huawei Technology
    • Xiaomi Inc.
    • Oppo
    • Sony Corporation
    • HMD Global

    Application Outlook

    • High-Level
    • Mid-Level
    • Low-Level

    Manufacturer Outlook

    North America
    • US
    • Canada
    Europe
    • Germany
    • France
    • UK
    • Italy
    • Spain
    • Rest of Europe
    Asia-Pacific
    • China
    • Japan
    • India
    • Italy
    • Australia
    • South Korea
    • Rest of Asia-Pacific
    Rest of the World
    • Middle East
    • Africa
    • Latin America

    Report Scope

    Attribute/Metric Details
    Market Size 2023 USD 11.31 billion
    Market Size 2024 USD 11.84 billion
    Market Size 2032 USD 17.1 billion
    Compound Annual Growth Rate (CAGR) 4.70% (2024-2032)
    Base Year 2023
    Market Forecast Period 2024-2032
    Historical Data 2018 - 2022
    Market Forecast Units Value (USD Billion)
    Report Coverage Revenue Forecast, Market Competitive Landscape, Growth Factors, and Trends
    Segments Covered Hardware, Compatibility, and Region
    Geographies Covered North America, Europe, Asia Pacific, and Rest of the World
    Countries Covered The U.S, Canada, Germany, France, UK, Italy, Spain, China, Japan, India, Australia, South Korea, and Brazil
    Key Companies Profiled Google (U.S.), Electronic Arts Inc (U.S.), HTC Corporation (Taiwan), Newzoo (Netherlands), SAMSUNG (South Korea), Kaneva (U.S.), LEAP MOTION INC. (U.S.), Sony Corporation (Japan), Oculus VR LLC (U.S.), VirZOOM Inc (U.S.), ZEISS International (Germany)
    Key Market Opportunities Virtual reality in gaming to optimum levels
    Key Market Dynamics Virtual gaming devices provide an excellent consumer experience The indefinite benefits of VR gaming

    Market Highlights

    Author

    Aarti Dhapte
    Team Lead - Research

    She holds an experience of about 6+ years in market research and business consulting, working under the spectrum of information communication technology, telecommunications and semiconductor domains. aarti conceptualizes and implements a scalable business strategy and provides strategic leadership to the clients. her expertise lies in market estimation, competitive intelligence, pipeline analysis, customer assessment, etc.

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    FAQs

    What is the estimated market value of the global virtual reality in gaming market over the forecast period?

    The global virtual reality in the gaming market is predicted to reach nearly USD 14.6 billion by 2024 at a 30.5% CAGR over the forecast period of (2017-2023).

    What are the major driving factors and opportunities for the key market players?

    The significant factors contributing to the growth of the virtual reality in gaming market are the use of the three-dimensional environment, developing compact and comfortable virtual reality gaming devices, rising demand for the latest technologies in the gaming industry, increase in disposable income and continuous innovation by virtual reality manufacturers.

    What are the segmentations analyzed in the global virtual reality in the gaming market?

    For the purpose of this study, Market Research Future has segmented the virtual reality in gaming market into software, hardware, application, and region.

    Who are the major market players of the global virtual reality in the gaming market?

    Google (U.S.), Electronic Arts Inc (U.S.), Newzoo (Netherlands), Oculus VR, LLC (U.S.), HTC Corporation (Taiwan),Kaneva (U.S.), Sony Corporation (Japan), SAMSUNG (South Korea), ZEISS International (Germany), VirZOOM, Inc (U.S.), and LEAP MOTION, INC. (U.S.)

    In which regions is the regional analysis of the global virtual reality in gaming market conducted?

    The geographical analysis of the global market has been conducted in four major regions, namely North America, the Asia Pacific, Europe, and the rest of the world (including Latin America and the Middle East and Africa).

    Virtual Reality in Gaming Market Segmentation

    Virtual Reality in Gaming Hardware Outlook (USD Billion, 2019-2032)

    • Headsets
    • Glasses
    • Devices
    • Gloves
    • Others

    Virtual Reality in Gaming Compatibility Outlook (USD Billion, 2019-2032)

    • MMOs
    • Smartphones
    • Casual Web Game
    • Console

    Virtual Reality in Gaming Regional Outlook (USD Billion, 2019-2032)

    • North America Outlook (USD Billion, 2019-2032)

      • North America Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • North America Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • US Outlook (USD Billion, 2019-2032)

      • US Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • US Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • CANADA Outlook (USD Billion, 2019-2032)

      • CANADA Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • CANADA Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
    • Europe Outlook (USD Billion, 2019-2032)

      • Europe Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Europe Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Germany Outlook (USD Billion, 2019-2032)

      • Germany Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Germany Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • France Outlook (USD Billion, 2019-2032)

      • France Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Other
      • France Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • UK Outlook (USD Billion, 2019-2032)

      • UK Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • UK Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • ITALY Outlook (USD Billion, 2019-2032)

      • ITALY Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • ITALY Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Spain Outlook (USD Billion, 2019-2032)

      • Spain Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Spain Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Rest of Europe Outlook (USD Billion, 2019-2032)

      • Rest of Europe Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Rest of Europe Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
    • Asia Pacific Outlook (USD Billion, 2019-2032)

      • Asia Pacific Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Asia Pacific Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • China Outlook (USD Billion, 2019-2032)

      • China Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • China Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Japan Outlook (USD Billion, 2019-2032)

      • Japan Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Japan Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • India Outlook (USD Billion, 2019-2032)

      • India Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • India Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Australia Outlook (USD Billion, 2019-2032)

      • Australia Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Australia Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Rest of Asia Pacific Outlook (USD Billion, 2019-2032)

      • Rest of Asia Pacific Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Rest of Asia Pacific Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
    • Rest of World Outlook (USD Billion, 2019-2032)

      • Rest of World Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Rest of World Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Middle East Outlook (USD Billion, 2019-2032)

      • Middle East Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Middle East Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Africa Outlook (USD Billion, 2019-2032)

      • Africa Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Africa Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
      • Latin America Outlook (USD Billion, 2019-2032)

      • Latin America Virtual Reality in Gaming by Hardware
        • Headsets
        • Glasses
        • Devices
        • Gloves
        • Others
      • Latin America Virtual Reality in Gaming by Compatibility
        • MMOs
        • Smartphones
        • Casual Web Game
        • Console
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